def build_background_grid(): parent = Node() # Parameters to pass to the creation of ShapeNode params = { "path": Path.rect(0, 0, GRID_SIZE, GRID_SIZE * ROWS), "fill_color": "clear", "stroke_color": "lightgrey" } anchor = Vector2(0, 0) # Building the columns for i in range(COLUMNS): n = ShapeNode(**params) pos = Vector2(i * GRID_SIZE, 0) n.position = pos n.anchor_point = anchor parent.add_child(n) # Building the rows params["path"] = Path.rect(0, 0, GRID_SIZE * COLUMNS, GRID_SIZE) for i in range(ROWS): n = ShapeNode(**params) pos = Vector2(0, i * GRID_SIZE) n.position = pos n.anchor_point = anchor parent.add_child(n) return parent
def setup(self): self.image = SpriteNode(Texture(image), z_position = -12, position = self.bounds.center(), parent = self) self.background = ShapeNode(path = Path.rect(0,0,self.image.size.w,self.image.size.h), position = self.image.position, z_position = -15, parent = self, fill_color = (1,1,1,.1)) self.offset = Point(-50, 50) self.cursor = Node(parent = self) ShapeNode(path = Path.rect(0,0,1,20), parent = self.cursor, fill_color = (0,0,0)) ShapeNode(path = Path.rect(0,0,20,1), parent = self.cursor, fill_color = (0,0,0)) self.cursorlabel = LabelNode("", parent = self, position = (self.bounds.w/2.0, self.bounds.h*.9)) self.selected = [] self.selected_nodes = [] self.selectbutton = ShapeNode(Path.rect(0,0,150,50), parent = self, position = (self.bounds.w*.2, self.bounds.h*.9), fill_color = (0,0,0), stroke_color = (1,1,1)) LabelNode("Select", parent = self.selectbutton) self.printbutton = ShapeNode(Path.rect(0,0,150,50), parent = self, position = (self.bounds.w*.8, self.bounds.h*.9), fill_color = (0,0,0), stroke_color = (1,1,1)) LabelNode("Print", parent = self.printbutton)
def setup(self): '''Called to initialize the game''' self.center = (self.size.w / 2, self.size.h / 2) self.player = Player(parent=self, speed=PLAYER_SPEED) self.controller = Controller(padding=40, scale=1.2, parent=self) self.firebtn = FireBtn(70, parent=self) self.background_color = '#003f68' self.objects = list() self.lasers = list() self.comets = list() self.pos = (.0, .0) self.firing = False self.player_sequence = Sequence( [Shot(x_offset=40, y_offset=20), Shot(x_offset=-40, y_offset=20)], origin=self.player, delay=0.2) self.spawn_area = ShapeNode(Path.rect(*self.bounds), alpha=0, parent=self, scale=2, position=self.size / 2)
def __init__(self, coords, location, piece, light): self.coords = coords self.location = location self.piece = piece self.light = light square = Path.rect(0, 0, t_lth, t_lth) #Creates lattice effect if sum(coords) % 2 == 0: tile_colour = '#3e3e3e' else: tile_colour = '#d3d3d3' #Creates square ShapeNode.__init__(self, square, tile_colour, '#adadad', position=location) #Below decides whether there is a piece and its info if self.piece["type"] == "p": self.position_chg = -0.05 else: self.position_chg = -0.2 if piece["side"] == "n": pass elif self.piece["side"] == "w": self.marker = LabelNode(piece["type"], ('Academy Engraved LET', t_lth), color='white', position=(0, t_lth * self.position_chg)) self.add_child(self.marker) elif self.piece["side"] == "b": self.marker = LabelNode(piece["type"], ('Academy Engraved LET', t_lth), color='black', position=(0, t_lth * self.position_chg)) self.add_child(self.marker) #Decides whether the square lights up or not (during move selection) if self.light == True: self.light_square = ShapeNode(square, "#2f77ff", "#300cdd", position=(0, 0), alpha=0.3) self.add_child(self.light_square)
def __init__(self, i, j, **vargs): self.touched = 0 super().__init__(Path.rect(0, 0, S, S), 'white', position=(i * S, j * S), **vargs)